Commit Graph

163 Commits

Author SHA1 Message Date
Matt Peters
7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
dave jones2
60bc4583a5 UE-147869 - Tooltips for floats are not the same in the My Blueprint window
For floats, the display should now include either a "(single-precision)" or "(double-precision)" next to the float type. Unfortunately, this required a bit of finagling.

When we query for the tooltip, we also need to specify that we want to include subcategory information, which requires changing the signature of GetTypeDescription (et al) and GetCategoryText to include that information. Additionally, pluralizing the type gets a little weird. For containers, you might get something such as "Current type: Array of Float (single-precision)s". Instead of trying to fix the out of place "s", the wording has been changed to "Current: Array of Float (single-precision) types".

#rb justin.hare
#preflight 6257501bf7476d662c9094c6
#jira UE-147869

[CL 19757826 by dave jones2 in ue5-main branch]
2022-04-14 11:38:11 -04:00
Josie Yang
b34efacab9 Provide custom context menu search criteria for material editor
#jira UE-144802
#rb ben.hoffman, ben.ingram
#preflight 623dcdc04302b204a3680deb

[CL 19513296 by Josie Yang in ue5-main branch]
2022-03-25 11:18:02 -04:00
jack cai
94ab4283b8 Control Rig: Added BlueprintInternalUseOnlyHierarchical tag that can be inherited by derived structs. Addded this tag to base rig unit to hide all raw rig unit structs from BP
previous change at CL 18866227 was backed out because it broke the bot1 cooks: https://horde.devtools.epicgames.com/log/61ffcf94676584e71ea0ab7e?lineindex=104697

Basically GetBoolMetaDataHierarchical returns the wrong thing and the return pin can no longer be broken up and so the blueprint won't compile.

#jira UE-141083
#rb helge.mathee sara.schvartzman ben.hoffman
#preflight https://horde.devtools.epicgames.com/job/62018bbd62420bfd0493e404

#ROBOMERGE-AUTHOR: jack.cai
#ROBOMERGE-SOURCE: CL 18907822 via CL 18907834 via CL 18907851 via CL 18918946 via CL 18919865
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)

[CL 18919918 by jack cai in ue5-main branch]
2022-02-09 12:15:30 -05:00
dave jones2
ed1b4ed6a5 UE-140327 - Remove ENABLE_BLUEPRINT_REAL_NUMBERS usage
The original ENABLE_BLUEPRINT_REAL_NUMBERS macro was strictly meant for AB testing in the Dev-LWC. Currently, disabling it won't work, and would likely lead to broken behavior. Its presence might incorrectly indicate to licensees that this is an option that can be toggled safely.

#rb marc.audy
#jira UE-140327
#preflight 61fc6449dc0b3ecbecb6f381
#lockdown julien.marchand

#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18864654 in //UE5/Release-5.0/... via CL 18864683 via CL 18864993
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18865002 by dave jones2 in ue5-main branch]
2022-02-04 11:54:52 -05:00
jurre debaare
92fa622bf6 Variable watch within state machines is broken
- Ensure that any folded AnimNode property gets remapped correctly for pin-to-property map in FBlueprintDebugData
- Ensure  pin value watching for folded properties retrieves the correct value
- Const-ifying some code paths around blueprint pin watching
#jira UE-139995
#preflight 61fa624ddb42673a60239ce1
#rb Thomas.Sarkanen
#lockdown Cristina.Riveron

#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18824229 in //UE5/Release-5.0/... via CL 18825883 via CL 18826298
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18826349 by jurre debaare in ue5-main branch]
2022-02-02 09:54:14 -05:00
dave jones2
c8574d3b74 Merging //UE5/Dev-LargeWorldCoordinates [at] 18802167 to //UE5/Release-5.0
Blueprint real number support.

This change deprecates the use the of "float" and "double" types in Blueprints in favor of a new "real". By default, "real" is back by a double precision floating point number. However, it can be single precision if the number is a native float property or function parameter. This distinction won't be visible to the Blueprint user: in both instances, they'll be represented by "real" pin types. During deserialization, we'll automatically convert Blueprint pin types to use real/doubles, unless they're used to represent native code (including delegate signatures).

One consequence of this change is that we need to perform implicit casts between single and double precision real numbers. During Blueprint compilation, the compiler will detect points in the graph for when either a widening or narrowing conversion needs to occur. Subsequently, the script bytecode will contain a new cast instruction that performs the conversion. This also works on container types, but each entry in the container will have to be converted. This can introduce unwanted overhead for large containers that are frequently passed between Blueprint and native code.

The scope of this change affects Blueprints used by Gameplay, Animation, Control Rig, and UMG.

#rb marc.audy (serialization changes)
#jira UE-116484
#preflight 61f8bdd5a2514ba12ff7bdfc

#ROBOMERGE-AUTHOR: dave.jones2
#ROBOMERGE-SOURCE: CL 18809077 in //UE5/Release-5.0/... via CL 18809455 via CL 18822548
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18823569 by dave jones2 in ue5-main branch]
2022-02-02 05:50:50 -05:00
benjamin fox
57011b5f32 Disable Pin Value Inspection Tooltips for Pose Pins in AnimBPs
#jira UE-136038
#rb ben.hoffman
#preflight 61d4b8bad17842e547ab783d

#ROBOMERGE-AUTHOR: benjamin.fox
#ROBOMERGE-SOURCE: CL 18512890 in //UE5/Release-5.0/... via CL 18512942
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18512978 by benjamin fox in ue5-release-engine-test branch]
2022-01-04 16:30:54 -05:00
ben hoffman
88467d9636 Add metadata to hide the asset picker on Object pins
#jira none
#rb todo
#rnx
#preflight 61b7e6ea1a4451f7ba2231df

#ROBOMERGE-AUTHOR: ben.hoffman
#ROBOMERGE-SOURCE: CL 18450774 in //UE5/Release-5.0/... via CL 18450790
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v898-18417669)

[CL 18450792 by ben hoffman in ue5-release-engine-test branch]
2021-12-13 19:51:56 -05:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
sara schvartzman
8b05c64393 ControlRig: Restrict variable types to allowed CR types
#jira UE-116908
#rb helge.mathee

#ROBOMERGE-SOURCE: CL 16601558 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16601566 by sara schvartzman in ue5-release-engine-test branch]
2021-06-09 04:45:19 -04:00
Thomas Sarkanen
ceee4ecac6 Added the concept of thread safe Blueprint functions
Either enabling the 'thread safe' checkbox for a function or overriding an already thread safe (either native or BP) function will enable compile-time checking for thread safety.
Checks are based around the complied statement list rather than the bytecode itself.

#rb Phillip.Kavan,Jurre.deBaare

[CL 16382389 by Thomas Sarkanen in ue5-main branch]
2021-05-19 04:47:35 -04:00
Thomas Sarkanen
19cfad9ac3 Back out 16367405
[CL 16368980 by Thomas Sarkanen in ue5-main branch]
2021-05-18 12:06:38 -04:00
Thomas Sarkanen
4b80949f13 Added the concept of thread safe Blueprint functions
Either enabling the 'thread safe' checkbox for a function or overriding an already thread safe (either native or BP) function will enable compile-time checking for thread safety.
Checks are based around the complied statement list rather than the bytecode itself.

#rb Phillip.Kavan,Jurre.deBaare

[CL 16367405 by Thomas Sarkanen in ue5-main branch]
2021-05-18 10:41:11 -04:00
Zousar Shaker
0936533c5e Undo //UE5/Main/Engine/Source/... changelist 15738448
[CL 15741080 by Zousar Shaker in ue5-main branch]
2021-03-18 16:13:13 -04:00
Zousar Shaker
d01a4294a1 Undo //UE5/Main/Engine/Source/... changelist 15717347
[CL 15738448 by Zousar Shaker in ue5-main branch]
2021-03-18 11:37:03 -04:00
phillip kavan
ac48fe8a3e Add imported namespace filtering to pin type selection in the Blueprint editor.
Change summary:
- Added IPinTypeSelectorFilter.
- Extended SPinTypeSelector to support an optional custom filter attachment and filtered item count.
- Implemented a custom filter to run pin type items through the active BP editor's imported namespace list.
- Exposed a custom filter option to allow the user to toggle namespace filtering on/off across all pin type selectors inside the current BP editor context. Currently does not persist across editor sessions (similar to how the context menu works atm).

Notes:
- Selector widgets will appear unchanged, until BP.EnableNamespaceFilteringFeatures CVar is switched on.
- Currently no engine/QAGame types are namespaced, so filter has no visible effect outside of FortniteGame.

#jira UE-108316
#rb Ben.Hoffman
[FYI] Michael.Noland

#ROBOMERGE-SOURCE: CL 15725305 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15727218 by phillip kavan in ue5-main branch]
2021-03-17 13:43:46 -04:00
Zousar Shaker
6a5fc5286d Allow object references on the pin defaults of a blueprint graph to be handled as wrapped object pointers to assist in lazy loading in editor.
#rb marc.audy
#preflight 6051497d03c5190001a2f3c6

[CL 15717347 by Zousar Shaker in ue5-main branch]
2021-03-16 21:06:19 -04:00
phillip kavan
4249ae08aa More groundwork for namespaces.
Change summary:
- Consolidated transient setting flags into UBlueprintEditorSettings; no longer dependent on UEditorExperimentalSettings. These continue to mirror the CVars for now. Also restored the sink function so that changing options will refresh the UI.
- Compiling a Blueprint will now inject the namespace into the class metadata if it is set on the UBlueprint asset.
- Added IsImportedType()/IsImportedObject() helper methods to FBlueprintNamepaceHelper.
- Added a CVar to provide a way to test the inclusion of parent class namespaces when checking scope; disabled by default for now to preserve current behavior.

#jira UE-108316

#ROBOMERGE-SOURCE: CL 15558978 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15558982 by phillip kavan in ue5-main branch]
2021-03-01 13:21:24 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
ben hoffman
5b31f2d67f Change UEdGraphSchema_K2::ReplaceOldNodeWithNew to accept UEdGraphNode's instead of UK2Node's to make it useable from other schema's as well
#jira none
#rb marc.audy
#rnx

[CL 14629285 by ben hoffman in ue5-main branch]
2020-11-02 13:07:58 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
ben hoffman
c4aeb7ea7c Blueprints: Add ArePinTypesEquivalent function the schema for a quicker way to determine if two pin types are the same
#jira UE-97901
#rb michael.noland
#rnx
#okfrogithub public

[CL 14358840 by ben hoffman in ue5-main branch]
2020-09-21 15:27:43 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
ben hoffman
75fceb4c3a Blueprints: Add the CONNECT_RESPONSE_MAKE_WITH_PROMOTION to the EdGraphSchema, along with the TryCreatePromotedConnection to allow type promotion as an option.
#jira UE-94217
#rb michael.noland
#rnx

[CL 14176825 by ben hoffman in ue5-main branch]
2020-08-24 19:55:49 -04:00